class SharpNade extends SnitchNade;

var class<DamageType> HeadshotDamageType;

simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
    Super.HurtRadius( DamageAmount, DamageRadius, DamageType, Momentum, HitLocation );
	Super(Nade).HurtRadius( DamageAmount, DamageRadius, HeadshotDamageType, Momentum, HitLocation );
}

defaultproperties
{
	HeadshotDamageType=class'DamTypeHeadshotFrag'
	CriticalMessage="Player %PlayerName% broke the door with a frag grenade!"
    WarningMessage="Player %PlayerName% threw a frag grenade at a door!"
}
